That means I can put mine too?Originally Posted by dasraiser
@Blastergamer, yes if your shared with me folder has the trials folder in it, if not i'll take a look and see if i have/can find the permission to share.
i've had a rethink on creating a display board timer, if you set an interval trigger to 3 ticks, this gives a nice even 0.05sec increment, then use impulse clamps at the end of each sequence to toggle the invisibly chain on each segment.
so
every 3 ticks toggle the 100th digit between 0 and 5 then every 2 clamped ticks pass the impulse to the next invisible toggle to increase the 10ths, then on 20tick clamp pass it to the seconds digit, and so forth, not quite as accurate as 1/60th but will maintain true time and be accurate to 1/20th sec.
why not use the flip flop timer in that case? and switch between 5 and 0
or only let the last number switch between 6 numbers instead of the 10 suggested earlier because the last numberisn't very accurate it might be better to leave some numbers out
i was basing this on lukeyy19 flipflop toggle, but will only need 1 interval trigger, set on 3 ticks, all segment starting impulses are chained and timed with impulse clamps, instead of interval triggers with offsets and long tick duration, the segment count would be like a real clock, 0-3m:0-9m :: 0-5s:0-9s :: 0-9 10th:0/5 100thOriginally Posted by sparkierjonesz
Would anybody be interested in a How To tutorial for making a 1st person switch that doesn't need any physics present to be activated?, it requires the OoP DLC.
I have a little question:
What is an retargeter and what does that do or for what is it used for?
I just don't want to completly make a new thread for this question.
the retargeter lets you select an input item based on the selected index that is then passed to the item targeting it. take the OPE, it would ordinary target an object, but if you target a retargeter, you can then choose 5 object targets and using its selection index pass the object you want the OPE to act on.Originally Posted by Blastergamer
retargeters are useful for things like selecting a particular sound effect based on your game logic, your "Play sound" code doesn't care what sound source is select, it is just used to play what ever its given. example , you go to open a door, its locked, your code selects a door handle rattle sound and when you go to open the door it plays that sound, now say you find the key, all you need to do now is update the index in the retargeter to a unlocking click sound, so when you go to open the door it plays this (also the index variable data number can be checked to see if the door should be opened 1=no,2=yes, if 1 is rattle handle and 2 is click open).
a lot of triggers can target the retargeter, Colour/Object Info/State Event/etc, this makes the editor very flexible and possibilities almost endless.
a couple of things to note with retargeter, it takes a few ticks to stabilise (not sure if that's the case since the title update!) and you can only target an item of the same type expected or another retargeter (expanding the 5), so if the trigger expects to target an object you can only target objects with the retartger, also RedLynx have fixed the double target gamish breaker.
hope that helps some
And a second question:
Is there a datasource like game variable datasource or object info datasource that checks collision hit power of an object?
I only know that area/hit trigger has something like that.
sort of, as in im not 100% sure what the value that returned means, but using the Object Info Data Source set it to "Applied Force" , you can target both physics/non-physics objects and when they bump or are overlapping it will show a value change, until the part ways.Originally Posted by Blastergamer
if a physics object collides with a non-physics object, the non-physics object will hold its value and the physics object will show the delta force applied.
they make a simple hit scan system![]()